Jemal
Adventurer
Sounds good, I often give bonuses/penalties for how the player actually roleplays it..kinem said:On diplomacy: As an old school player, I don't like to rely on die rolls for social skills. That's not to say the roll won't matter, but the effect on an NPC will not be automatic. Instead, I'll take into account how well you rolled when judging whether the NPC takes your words in a favorable or unfavorable light, and will roleplay the NPC accordingly. If your actual words are not diplomatic though, the roll won't save you. If your real-life mental skills don't match those of your PC, tough. If your roll is bad though, it could still count against you
The only problem with that is that people play D&D to do what they cannot do in real life. What if a person who's completely tactless and uncharismatic in real life wants to try being a smooth talker? He's screwed! I mean, would you give me penalties to spellcasting because I cant pronounce fordigulma and don't know the words to the fireball spell Out of character? Or would you tell someone their character missed on his Katana attack b/c they (the player) don't know kendo?
I agree social skills are different, but it can't be quite so cut + dried...
I usually prefer this for PBP, also.BTW, the DM will roll all dice.
*Insert maniacal laughter here* Don't tempt fate.But since the PCs will get slaughtered anyway, I can afford to be generous.
My RL gaming group specializes in destroying DM's, which is why I'm the only person left in the City of Gamers that will DM for them (Well, others try every once in a while, then remember why they stopped). The only way you can say a group'll get slaughtered is if either A) they're goign against something far too powerful (In which case they've still got about a 20% chance of survival, 5% chance of winning) OR B) you're going to ignore the rules 100% and just say "Bob dies"
Writing up Kurina now, btw.